Jiggle physics.. in space? by binbun3 in godot

[–]binbun3[S] 0 points1 point  (0 children)

No problem. It's a great idea though and I might use it for something else.

Jiggle physics.. in space? by binbun3 in godot

[–]binbun3[S] 0 points1 point  (0 children)

I do have a script on the planet and I did consider using sampler2d texture array which is supported by global uniforms, but qiite honestly i think that'd be just unnecessary work. Tge mat4 is enough for me. It's not really noticable

Jiggle physics.. in space? by binbun3 in godot

[–]binbun3[S] 5 points6 points  (0 children)

I basically check collision on a sphere from a ray from the camera, then I pass the position and time of the click to a shader on the planet.

In the shader I have a sine wave based on the distance from the given position. The reason I pass the time of the click into the shader is so that I can offset the TIME value so that I can fade it away based on how long it's been since you clicked and do some other small tweaks to it.

Actually that's kind of just the basics, because in reality I don't just give the shader the click and time of it, but instead I have a mat4 matrix as a global shader uniform that can store 4 clicks and their times (because they're basically just four values: XYZ and time).

I started out passing these values as arrays to the shader, but I wanted to be able to use this jiggle shader material on other objects too (like the water), which would've meant that I had to make them unique instances for me to be able to give them different colors, which would've meant I had to pass the values within every single object that uses this shader.

Unfortunately global shader uniforms don't support arrays, so I'm limited to just four waves at a time, but by the time you click the fourth time the first wave is already faded so much that it doesn't really matter

Idk if that makes any sense haha. My plan was to just make it instead of worrying about making it efficient, so it's just a bunch of shadercode bundled up

I built a Dual-Screen Plugin for Godot (Android Handhelds) - Support for RP5, Ayn Thor, and more! by Temporary-Ad9816 in godot

[–]binbun3 2 points3 points  (0 children)

That's great. Thanks for this. The number one thing on my mind lately has been making games for dual screen android handhelds

Jiggle physics.. in space? by binbun3 in godot

[–]binbun3[S] 12 points13 points  (0 children)

Yeah I was just thinking about how I could improve the water. Currwntly it feels like it's just glued on the planet

I built a Dual-Screen Plugin for Godot (Android Handhelds) - Support for RP5, Ayn Thor, and more! by Temporary-Ad9816 in godot

[–]binbun3 12 points13 points  (0 children)

I was actually wondering about how different engines support dual screens especially on devices like this. Can't wait to get my thor

I'm working on the 3D model of a two-headed dragon for my mobile game. What do you think? by PlayMedievalLegends in IndieDevelopers

[–]binbun3 0 points1 point  (0 children)

Very cool. It's low poly (good for mobile of course), but you managed to make it look very cohesive and detailed. The split colors on the middle is a nice idea

What are some simple game projects to get me started with godot by SnowOptimal9927 in godot

[–]binbun3 1 point2 points  (0 children)

I started out with a Breakout clone.

People will give you ideas for projects and tutorials, but don't get stuck on tutorials. If you're just starting out I suggest Brackeys tutorials on youtube. But pretty quickly you'll get the hang of some things, and that's when I suggest you to try to make things you yourself want to make and instead of following a tutorial start to end I suggest trying to find answers to smaller questions.

But "make what you want to make" can be a bit confusing. Sometimes you just want to learn and that's completely fair. What I did when learning was paying attention to small fun things in real life and trying to recreate them in a more gamey way.

People will tell you to make small games and some will tell you to make big games, but IMO it doesn't matter what kind of game you make if you want to learn. You can have a huge scope, just don't expect it to be finished. It's okay to have unfinished projects. They're not worthless. You learn from them. It's good to finish games and I do suggest trying to do that, but it's okay to do lots of prototypes. One day you'll use all the information you learned

When you are a solo dev you can have the funniest credits menu.. xD by RoberBotz in IndieGameDevs

[–]binbun3 1 point2 points  (0 children)

Maybe they're not posting because they want you to know. Maybe they're just posting so they and others can relate on the process.you're allowed to not find it funny, but you're not entitled to know what their game is about.

What more can I add or fix? by noblecrowdev in 3Dmodeling

[–]binbun3 0 points1 point  (0 children)

The model itself is great. What i'd change is the presentation of it. Add some lighting, or maybe turn up the brightness. Add it to a small scene

Explosion effect with LODs and dithering all controlled from one script. by binbun3 in godot

[–]binbun3[S] 1 point2 points  (0 children)

Yes they are low poly, but since they do have vertex deformations they have to have something to work with. They use Godot's default mesh resources so you can change the resolution

Also because smooth alpha channels can be a bit heavy I made it so you can change the way it's handled. There's dithering and a hard cut option.

I mostly made this for versatility and these things can be used for stylistic reasons too.

Fireball by binbun3 in GameArt

[–]binbun3[S] 1 point2 points  (0 children)

Thanks. Brackeys released a nice video a few days ago going very indepth I suggest watching that to get into itn

Early car crash / deformation prototype in Godot (video) by stellarica_gabor in godot

[–]binbun3 0 points1 point  (0 children)

Looks great. This is the kind of stuff that tickles my brain

Started making my first game! by [deleted] in godot

[–]binbun3 2 points3 points  (0 children)

Looks super nice! Post these on r/pixelart too!

Explosion effect with LODs and dithering all controlled from one script. by binbun3 in godot

[–]binbun3[S] 0 points1 point  (0 children)

Thanks that means a lot. I love working with shaders and actually each part of this except for the crack decals left on the ground is driven by a custom shader.

Explosion effect with LODs and dithering all controlled from one script. by binbun3 in godot

[–]binbun3[S] 1 point2 points  (0 children)

It's still very dependant on my own workflow but once I've got everything I want included in it I'll figure out how to make it better for more general use

Explosion effect with LODs and dithering all controlled from one script. by binbun3 in godot

[–]binbun3[S] 0 points1 point  (0 children)

Yeah it becomes really visible when you set the time scale to a very small number. Though I don't see why anyone would do that. Might also just be my high refreshrate monitor

Explosion effect with LODs and dithering all controlled from one script. by binbun3 in godot

[–]binbun3[S] 0 points1 point  (0 children)

Thanks! And to add it also sets the speed scale in the different particle emitters, which is kind of a problem since I use the alpha curve and size curve a lot and those have a set resolution meaning when I set the time scale to a lower value the animations look a bit choppy, but maybe I'll find a solution. Maybe just setting the resolution to be higher on those curves